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True Chivalry: Difference between revisions
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==Strategy== | ==Strategy== | ||
{{strategy}} | {{strategy}} | ||
Keeping villagers alive provides rewards at the end of the paralogue, with greater rewards earned for more villagers alive; villagers that escape are guaranteed to survive. The villagers do not move until enemies around them have been defeated, but they do not avoid enemies once they begin moving, and may place themselves in range of an enemy that can kill them. | |||
The survival of the villagers can be guaranteed if the boss is defeated on turn 1. The boss is sixteen tiles away from the closest player starting locations; a [[Pegasus Knight]] boosted by [[Stride]] could reach the boss with the aid of a [[Dancer]], [[Warp (staff)|Warp]], or repositioning [[combat art]]s. Non-fliers must get around the terrain and will be obstructed by enemies (except for [[Bernadetta]], who can get [[Pass]]), and it is unreasonable for non-flies to reach the boss on turn 1 without Warp. Defeating the boss [[Assassin]] in one round of combat requires (in Normal/Hard/Maddening difficulties, respectively) 46/52/64 physical [[attack (stat)|attack]] or 41/44/55 magical attack to do so in one hit, or 31/35/44 physical attack or 26/27/35 magical attack to two-shot him and 16/19/30 [[attack speed]] (or some other means of attacking twice, such as [[gauntlets]]) to double him. | |||
While somewhat slower, it may be more reliable to attack the boss with a [[gambit]], which his high [[avoid]] does not affect; additionally, as he does not have [[General (ability)|General]] or [[Commander]], gambits can reduce his stats by 10% and move him from the stronghold he stands on, further reducing his avoid. [[Assembly]], [[Lure]], and [[Onslaught]] can all move enemies upon a successful hit. Assembly is the best of the gambits when attempting to defeat the boss on turn 1, as it moves him the closest to the player's starting area; Onslaught is the worst, as it moves him further away. If defeating the boss on turn 1 is not a concern for a player and their gambit uses are limited, the allied Kingdom Soldiers have Onslaught and significantly more charm than the boss (they have a roughly 80% hit chance on all difficulties); they will use it if they reach him and still have uses. | |||
In Maddening mode, Rodrigue's stats change only slight from Normal and Hard, putting him in much more danger from the significantly stronger Maddening enemies. Rodrigue is at great risk of dying on turn 1, as he can be targeted by three [[Mercenary|Mercenaries]], each of whom deal 11 damage and double him. While Rodrigue can survive the first turn, he will still seek out combat he is likely to lose; the most effective way for a player to keep Rodrigue safe is to not place a unit within three tiles of him; he will not move prior to doing so, and as such is much easier to defend. Like the villagers, the most effective means of ensuring Rodrigue's survival is defeating the boss on turn 1. | |||
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==Trivia== | ==Trivia== | ||
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Revision as of 03:20, 22 February 2022
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“ | We were protecting your subjects, not your ego. I don't give a damn as to whether you can bring yourself to face a dead king. | ” | — Felix |
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True Chivalry (Japanese: 真の騎士道 True Chivalry) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 8 to Chapter 11. In order to attempt this paralogue, the player must have recruited Felix, and he must not have fallen in battle previously. In this chapter, Felix is called to Fraldarius territory to subdue a bandit attack.
Plot
- Main article:
True Chivalry/Script
Felix approaches Byleth and explains that ever since the Tragedy of Duscur, public order in Faerghus has disintegrated and bandit attacks are common; Felix's father Rodrigue has recalled him to Fraldarius territory to drive off one such attack. Felix asks Byleth and the students to accompany him.
With Felix and Byleth's aid, Rodrigue drives off the bandits. Afterwards, Rodrigue thanks them for their aid and admits he wouldn't have been able to face King Lambert if the village fell, but Felix accuses him of caring more about his ego than his subjects. A weary Rodrigue explains that his elder son Glenn died in the Tragedy of Duscur; he feels that Glenn died a hero's death and would have never forgiven himself if he had abandoned Lambert, but Felix feels that Rodrigue places no value on Glenn as a person.
Beginning log
Safety for the people of the Kingdom has been a growing concern, and Fraldarius territory is no exception. Felix has been called upon to help restore order back home.
Chapter data
Normal Hard Maddening
Character data
- Other characters may be available if the paralogue is attempted later.
Item data
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Enemy data
Normal Hard Maddening
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Reinforcements
In every difficulty, once any player unit enters the area near the Bandit Leader, every reinforcement that can appear and—for finite reinforcements—has not already appeared will appear on the next enemy phase.
Normal and Maddening
Stopped if the knight on the southeast stronghold is defeated:
- Turn 2
- 1 Thief one tile north of the southeast stronghold
- Turn 3
- 1 Mercenary one tile east of the southeast stronghold
- Turn 4
- Turn 5 (Normal only)
- 1 Mercenary one tile south of the southeast stronghold
- Turn 6; does not appear upon nearing the boss (Hard only)
- 1 Mercenary one tile south of the southeast stronghold
- Turn 8, and even turns starting turn 12 (Hard only)
- 1 Thief one tile south of the southeast stronghold
Stopped if the knight on the middle south stronghold is defeated:
- Turn 5
- 1 Mercenary one tile north of the middle south stronghold
- Turn 6
- 1 Mercenary one tile south of the middle south stronghold
- Turn 7
- 1 Thief one tile west of the middle -south stronghold
- Turn 8
- 1 Thief one tile east of the middle south stronghold
- On odd turns, starting turn 9 (Hard only)
- 1 Mercenary two tiles south of the middle south stronghold
Maddening
On Maddening mode, all reinforcements can act the turn they appear.
Stopped if the knight on the southeast stronghold is defeated:
- Turn 2
- 1 Thief one tile north of the southeast stronghold
- Turn 3
- 1 Mercenary one tile east of the southeast stronghold
- On even turns, starting turn 4; does not appear upon nearing the boss
Stopped if the knight on the middle south stronghold is defeated:
- Turn 3
- 1 Mercenary one tile south of the middle south stronghold
- Turn 4
- 1 Mercenary south of the middle south stronghold
- Turn 5
- 1 Thief one tile west of the middle south stronghold
- Turn 6
- 1 Thief one tile east of the middle south stronghold
- Odd turns starting turn 7
- 1 Hero two tiles south of the middle south stronghold
NPC data
Normal Hard Maddening
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Boss data
Normal Hard Maddening
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Keeping villagers alive provides rewards at the end of the paralogue, with greater rewards earned for more villagers alive; villagers that escape are guaranteed to survive. The villagers do not move until enemies around them have been defeated, but they do not avoid enemies once they begin moving, and may place themselves in range of an enemy that can kill them.
The survival of the villagers can be guaranteed if the boss is defeated on turn 1. The boss is sixteen tiles away from the closest player starting locations; a Pegasus Knight boosted by Stride could reach the boss with the aid of a Dancer, Warp, or repositioning combat arts. Non-fliers must get around the terrain and will be obstructed by enemies (except for Bernadetta, who can get Pass), and it is unreasonable for non-flies to reach the boss on turn 1 without Warp. Defeating the boss Assassin in one round of combat requires (in Normal/Hard/Maddening difficulties, respectively) 46/52/64 physical attack or 41/44/55 magical attack to do so in one hit, or 31/35/44 physical attack or 26/27/35 magical attack to two-shot him and 16/19/30 attack speed (or some other means of attacking twice, such as gauntlets) to double him.
While somewhat slower, it may be more reliable to attack the boss with a gambit, which his high avoid does not affect; additionally, as he does not have General or Commander, gambits can reduce his stats by 10% and move him from the stronghold he stands on, further reducing his avoid. Assembly, Lure, and Onslaught can all move enemies upon a successful hit. Assembly is the best of the gambits when attempting to defeat the boss on turn 1, as it moves him the closest to the player's starting area; Onslaught is the worst, as it moves him further away. If defeating the boss on turn 1 is not a concern for a player and their gambit uses are limited, the allied Kingdom Soldiers have Onslaught and significantly more charm than the boss (they have a roughly 80% hit chance on all difficulties); they will use it if they reach him and still have uses.
In Maddening mode, Rodrigue's stats change only slight from Normal and Hard, putting him in much more danger from the significantly stronger Maddening enemies. Rodrigue is at great risk of dying on turn 1, as he can be targeted by three Mercenaries, each of whom deal 11 damage and double him. While Rodrigue can survive the first turn, he will still seek out combat he is likely to lose; the most effective way for a player to keep Rodrigue safe is to not place a unit within three tiles of him; he will not move prior to doing so, and as such is much easier to defend. Like the villagers, the most effective means of ensuring Rodrigue's survival is defeating the boss on turn 1.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
True Chivalry |
-- |
Spanish |
El auténtico valor |
The true valor |
French |
La valeur d'un chevalier |
The value of a knight |
German |
Wahres Rittertum |
True Chivalry |
Italian |
Vera cavalleria |
True chivalry |
Korean |
진정한 기사도 |
True chivalry |
Simplified Chinese |
真正的骑士道 |
True chivalry |
Traditional Chinese |
真正的騎士道 |
True chivalry |
Gallery
References
True Chivalry |
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